Build 10514
GIT-
support sensible conversions between gamearray types when loading savegames
Nickname SVN e nomi Git sono unificati per persona.
support sensible conversions between gamearray types when loading savegames
add .ang member for walls in CON
allow the user to choose whether to continue with internal scripts once bad CON files are encountered in their game directory
use internal CONs if external CON compilation fails, like the DOS version did.
I see now that Todd was actually very wise.
fix a rare input issue involving creating savegames while the CON script execution is lagging
detect invalid .sectnum and .statnum with setactor
fix bug in CON EVENT_SCREEN where keypresses weren't being cleared between loop iterations, preventing animations where each keypress skips a segment without bailing out of the whole thing
Add missing GAMEVAR_RAWQ16PTR case in VM_GAMEVAR_OPERATOR
EVENT_PRE/POSTWEAPONSHOOT: Set ud.return[0]/userdef.return 1 to the number of the current shot we're processing in a burst
Give EVENT_POSTWEAPONSHOOT the return value of A_Shoot.
Port EVENT_PREWEAPONSHOOT and EVENT_POSTWEAPONSHOOT from NetDuke32.
* Setting RETURN to non-zero in EVENT_PREWEAPONSHOOT cancels the shot.
Add warning when `terminate` found outside state or event
Add warning when `break` found inside loop (and not inside `switch`)
Add terminate
Add exit and continue
Add prependstate and appendstate
Duke3D/Editor: Add "whilevare" CON command
Also fix editor checking for "else" tokens on whilevarl.
weapons.sample.con: Implement EVENT_DISPLAYTIP and EVENT_DISPLAYACCESS
weapons.sample.con: Fix knuckle shade and position
weapons.sample.con: Replace "ifand N xor N" with "and -N-1"
weapons.sample.con: Make use of scalevar where appropriate
weapons.sample.con: Replace multiplications by -1 with inv and abs
Add screentext.con as previously present under source/duke3d/src/lunatic
change crouch jump handling to short-circuit CON VM "ifp pducking" instead of short-circuiting how the player code chooses which autostep value to use
fix m32script crash
add an EVENT_INIT that fires once per explicit `include` of a script filename from the console (including from within m32_autoexec.cfg)